Game Development Community

General Torque Audio Informatoin

by Ryan · in Technical Issues · 09/18/2008 (1:24 pm) · 1 replies

I was wondering if there was much documentation on how Torque handles Audio. Our project has reached the point that we are bringing on a professional sound studio to start producing the effects and music for our game and they have a ton of questions from how large the audio streams should be for optimal performance to what kind of memory allocation we should have for audio. I have been having a bit of a tough time finding much info on these forums, the TDN or the TGEA documentation in regards to this and was wondering if I am missing a secret stash of information regarding the audio portion of the engine.. Is there a general repository of information or is that something that the community could benefit from us creating as we go along and learn all this stuff?

#1
09/19/2008 (6:16 am)
I have this answer from Tom Spilman (Associate) 29 Aug 2008

"There is a bug in the 1.7.1 ogg implementation and if your ogg file has embedded comments things will often get screwed up. Check your encoder settings or try another encoder. This will be fixed in the next TGEA release."

for the time i use .wav files (covert to .ogg in the future). I have some large .wav in my game like a theater action up to 52 min and working properly. I use 'PCM: 16 bit 22050 Hz Stereo' and 'PCM: 16 bit 44100 Hz Stereo' audio format. After the implementation of the 1.7.1 ogg bug the conversion from .wav to .ogg is very simple...
Its quite difficult to find notes for TGEA 1.7.1 because its very new code and have many change from prev.versions...

for shapebase sound reference trow a look here
www.garagegames.com/docs/tgea/official/content/documentation/Engine%20Reference/...
for sfx profile class reference take a look here
www.garagegames.com/docs/tgea/official/content/documentation/Engine%20Reference/...